using System; using System.Linq; using NUnit.Framework; using NUnit.Framework.Interfaces; using NUnit.Framework.Internal; namespace UnityEditor.TestTools { /// <summary> /// The `RequirePlatformSupportAttribute` attribute can be applied to test assemblies (will affect every test in the assembly), fixtures (will /// affect every test in the fixture), or to individual test methods. /// </summary> [AttributeUsage(AttributeTargets.Assembly | AttributeTargets.Class | AttributeTargets.Method)] public class RequirePlatformSupportAttribute : NUnitAttribute, IApplyToTest { /// <summary> /// Initializes and returns an instance of RequirePlatformSupportAttribute. /// </summary> /// <param name="platforms">The <see cref="BuildTarget"/> platform to run the test on.</param> public RequirePlatformSupportAttribute(params BuildTarget[] platforms) { this.platforms = platforms; } /// <summary> /// The build target platform, see [BuildTarget](https://docs.unity3d.com/ScriptReference/BuildTarget.html). /// </summary> public BuildTarget[] platforms { get; private set; } /// <summary> /// Modifies a test as defined for the specific attribute. /// </summary> /// <param name="test">The test to modify</param> void IApplyToTest.ApplyToTest(Test test) { test.Properties.Add(PropertyNames.Category, string.Format("RequirePlatformSupport({0})", string.Join(", ", platforms.Select(p => p.ToString()).OrderBy(p => p).ToArray()))); if (!platforms.All(p => BuildPipeline.IsBuildTargetSupported(BuildTargetGroup.Unknown, p))) { var missingPlatforms = platforms.Where(p => !BuildPipeline.IsBuildTargetSupported(BuildTargetGroup.Unknown, p)).Select(p => p.ToString()).ToArray(); string skipReason = "Test cannot be run as it requires support for the following platforms to be installed: " + string.Join(", ", missingPlatforms); test.RunState = RunState.Skipped; test.Properties.Add(PropertyNames.SkipReason, skipReason); } } } }